Struct DynamicAssets

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pub struct DynamicAssets { /* private fields */ }
Expand description

Resource to dynamically resolve keys to assets.

This resource is set by a LoadingState and is read when entering the corresponding Bevy State. If you want to manage your dynamic assets manually, they should be configured in a previous State.

See the manual_dynamic_asset example.

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impl DynamicAssets

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pub fn get_asset(&self, key: &str) -> Option<&dyn DynamicAsset>

Get the asset corresponding to the given key.

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pub fn iter_assets(&self) -> impl Iterator<Item = (&str, &dyn DynamicAsset)>

Iterate over all the known key→asset mappings

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pub fn register_asset<K: Into<String>>( &mut self, key: K, asset: Box<dyn DynamicAsset>, )

Set the corresponding dynamic asset for the given key.

In case the key is already known, its value will be overwritten.

Trait Implementations§

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impl Default for DynamicAssets

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fn default() -> DynamicAssets

Returns the “default value” for a type. Read more
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impl Resource for DynamicAssets
where Self: Send + Sync + 'static,

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where T: 'static + ?Sized,

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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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